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Rating: 4.4737
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ID: 672


July 30, 2009, 10:49 am

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Cheka Man

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Tae Nijong, the Grasping Claw


Grappling hooks have a tendency to miss their targets, or to simply give way. Now both of these problems are solved at once, with a hook that can think for itself!

A Tae Nijong is nothing more complex than a severed hand - usually from a Troll or other strong humanoid - attached to a long rope or chain with a handle on the other end. The rope is usually about 10 to 20 feet long, though some can reach up to 50 feet. Due to the nature of the item, each specific case varies in appearance, some using Troll claws and strong twine, others with Ogre hands and thick chain, and a few - the most expensive - with Dragon claws and magically extending ropes.

The inventor of the Tae Nijong, a clever but somewhat neurotic young Jutan enchanter by the name of Taiwoo Kin, first conceived the idea after an unsettling nightmare, in which he was chased across a massive bridge over nothingness by a million severed hands. Remembering how the hands scuttled disconcertingly up the vertical supports of the bridge, Kin borrowed a scrap monkey paw from the local butcher and set to work making it move.

The tale of Kin’s tribulations is recounted in full in the infamous The Tale of Taewoo Kin, but the eventual outcome of his experimentation was a magically animated hand, bewitched to go where its owner commands and fasten itself tightly, enabling the user to climb tricky obstacles or obtain normally unreachable objects.

Magical Properties:

The Tae Nijong is bewitched so that the hand portion of it is capable of basic thought and magically enabled sight (so actual visual receptors are not necessary). When one wishes to climb an obstacle, one simply notifies the hand of the exact location one wants it to secure itself to, and give it a toss in the general direction of the intended target.

The hand will then do its best to reach the intended destination, crawling along walls or up cliff edges, and will secure itself by grasping onto the target and testing its hold. If the hold is too weak, the hand will make a cursory attempt to find another one in the vicinity and, failing that, return to its owner if possible for another toss.

The Tae Nijong can also be used in combat to attach onto enemies from a distance, or just to give them a good beating and scratching without risk of personal harm. There are forms of Tae Nijong that are made specifically for combat, but these are often simply metal claws without magical powers, as they are cheaper, easier to wield and less fragile.

Some adventurers are a little nervous about traveling around with a magically animated claw in their packs, and so decide to keep the Tae Nijong tightly bound with leather straps or similar restraints. However, this often leads to a mistrust and belligerence from the severed hand, not a helpful trait in an item meant to protect its owners from falling to their deaths.

Other adventurers are rather nervous about trusting their fates to a disembodied hand in the first place. Such types need not acquire one.

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The Tale of Taewoo Kin By: Wogden ( Plots ) Discovery - Side-Quest

Lying prostrate on the floor, his documents and scrolls strewn beneath him, was Taewoo Kin - clearly dead, with gruesome marks around his neck that suggested strangulation by something of disturbingly inhuman origin…

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Comments ( 11 )
Commenters gain extra XP from Author votes.

Voted Cheka Man
July 31, 2005, 13:06
Very good. I think of the hand as dog-like...if treated well it will be totally loyal.
July 31, 2005, 14:32
Precisely. You gotta show the hand some respect. Taewoo Kin didn't, and just look what happened to him! Sucker. ;)
July 31, 2005, 15:06
This is a great item. It is generic and useful, yet it has a "historical"/ "legendary" origin. A couple of nice touches for this item.
Voted Roack
July 31, 2005, 17:14
I've heard of severed heads and hands, but never thinking ones. 5/5 for excellent creativity, background, and usage.
July 31, 2005, 20:15
Simplicity itself! Give me a good ol' severed hand over a magical artefact with all those new-fangled lights and special effects, anyday!

*Cue Adams Family Soundtrack*

Voted CaptainPenguin
July 31, 2005, 20:17
Very good.

Voted Dragon Lord
August 2, 2005, 10:57
Can't add anything to what's already been said (dontcha just hate that) - great item - 5/5
Voted Strolen
August 27, 2005, 7:15
This is a good one! Opens up lots of different scenerios in my mind which is my favorite. Combined with the plot it rises above. Not sure if I would want to make them widely used or just have the one.
Voted Forganthus
May 30, 2012, 9:36
Lots of good uses for this thing. And I agree with Strolen, whether it is unique or commonplace makes it flavored very differently. I keep imagining ninjas with these things for some reason. . .

Voted Murometz
May 31, 2012, 22:33
Good for a Lankhmar campaign!

This passage is great...iSome adventurers are a little nervous about traveling around with a magically animated claw in their packs, and so decide to keep the Tae Nijong tightly bound with leather straps or similar restraints. However, this often leads to a mistrust and belligerence from the severed hand, not a helpful trait in an item meant to protect its owners from falling to their deaths./i

You have to be nice to it :)
Voted valadaar
March 3, 2014, 12:45
I like this - a cool item with lots of side details. The personality side to it is great!


Link Backs

Random Idea Seed View All Idea Seeds

       By: Grendel

The Door

A nifty little encounter appropriate for any powerful sorcerer/magically adept monsters lair.

When the party have penetrated to an appropriatly impressive level/room they encounter The Door, this door is a vessel through which the Sorcerer/Monster can safely work against any intruders, the door is heavy duty iron bound studded oak wrought with craft skill and magic, set in the middle is a crystal orb, once the party get within a preset distance the orb flickers briefly as the door warns its "master" of the intruders, the master can then effectivly possess the door itself, this means that all movement the door is capable of (i.e. opening and closing) come under the control of the master, the master can also cast spells from the door as if he were there himself, all the while any damage that is inflicted in return merely damages the door, this will in effect ruin any of the parties chances of surprise, allow the master to assess the parties abilities while remaining safe and sound and finally will probably cause the party to waste some of their juicier items/spells on a chunk of wood and iron, and if the master happens to have a deadly spell or three it could also reduce the size of the party,

Of course if you wanted to be really nasty you could have the door open to admit one person and then slam shut on the second person (squish) whilst blasting away with every spell in the mastrs repetoir

Encounter  ( Cave/ Underground ) | August 20, 2004 | View | UpVote 2xp

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